Internet Archive founder and and game designer Brewster Kahle has invented a coin-flip economic simulation game which he calls The Game of Oligarchy. The rules are simple:
* Each gets a pad of paper and pen and writes $100 at the top, that is their pot of money
* Each gets a coin to flip
* Then each player picks another player agrees to gamble on a flip of a coin, they agree on which wins on heads, and tosses. The stake of the gamble is set at 50% of the lesser of the pots of that pair. So in the beginning, when everyone has $100, the gamble is $50.
* Then the players pick another player (or the same player) to do another round. This proceeds.
“What is amazing is that even through each toss is “fair” in that it is a 50-50 chance to win a straight amount of money, the results shows one player wins all the money, and really quickly.”
The Procedurally-Generated Dog Simulator is a fun illustration of pathfinding and cellular automata. All you do is walk around a cave, being followed by a single-pixel pup who is liable to get distracted by treats or scared off by skateboarders.
Jonathan Lessard and Pippin Barr’s Rogess is a mashup of roguelike combat and chess, for two players (“mediocre AI available” -Pippin Barr), built from HTML5 elements and playable on mobile devices. Barr calls it “Surprisingly fun and different to regular chess.”
Starting with a 1984 version of snooker (kind of like pool with more balls and smaller pockets) for the Commodore 64, Nostalgia Nerd shows how videogame versions of the game have evolved over the years. Even though the latest versions are hyperrealistic, I think the simple C64 version is the most appealing, but as Nostalgia Nerd points out, the physics and collision detection are laughable.
Microsoft Solitaire meets all the criteria for the World Video Game Hall of Fame: influence, longevity, geographical reach, and icon-status. And yet it is often overlooked—perhaps because it’s a digital version of a centuries-old game, and because it so common as to seem commonplace.
Other 2019 inductees include Colossal Cave Adventure, Mortal Kombat and Super Mario Kart.
My friend Tom recommends Mega Man 8-bit Deathmatch, a free project created by CutmanMike and Team MM8BDM who consist of hardcore fans of Capcom’s classic Mega Man series. Powered by the Zandronum engine, this retro styled first person shooter is designed around the look and feel of the 8-bit Mega Man games.
Mega Man 8-bit Deathmatch is a free project created by CutmanMike and Team MM8BDM who consist of hardcore fans of Capcom’s classic Mega Man series. Powered by the Zandronum engine, this retro styled first person shooter is designed around the look and feel of the 8-bit Mega Man games. It includes every robot master as a playable skin, over 50 weapons and maps based off the original games, 32 player online play, a singleplayer botmatch campaign and much much more. If you’re a fan of online first person shooters or Mega Man, you simply have no excuse to not download and give Mega Man 8-bit Deathmatch a try today!
* Modification @ mm8bdm wiki: “As MM8BDM is created in Zandronum, it shares its extremely flexible modding capabilities. Creating your own levels, gameplay modifications, skins etc.”
* So you want to learn to map, eh? @ Cutstuff Forums
Zandronum is a source port of the Doom engine, which was originally used in the video game Doom:
Zandronum was first released as version 1.0 on August 24, 2012. Zandronum improved support up to 64 players online per server and introduced software rendering for 3D floors, previously an OpenGL-only feature in Skulltag. Zandronum runs on a huge number of PC architectures (including Windows, Linux and OSX) and comes with Doomseeker – A utility to browse for available servers in network, automatically download the required data packs (WADs) and start one’s own server. Zandronum’s most recent version is 3.0, released on September 7, 2017. [Source: Wikipedia]
Jason Rohrer’s One Hour One Life is a persistent shared world where you are born as a baby, aging one in-game year for each real-time minute, trying to survive and grow up and help rebuild civilization:
[A] trio of machine learning researchers from the University of Freiburg in Germany … were exploring a particular method of teaching AI agents to navigate video games (in this case, desktop ports of old Atari titles from the 1980s) when they discovered something odd. The software they were testing discovered a bug in the port of the retro video game Q*bert that allowed it to rack up near infinite points.
As the trio describe in [their] paper, published on pre-print server arXiv, the agent was learning how to play Q*bert when it discovered an “interesting solution.” Normally, in Q*bert, players jump from cube to cube, with this action changing the platforms’ colors. Change all the colors (and dispatch some enemies), and you’re rewarded with points and sent to the next level. The AI found a better way, though; the researchers report:
“First, it completes the first level and then starts to jump from platform to platform in what seems to be a random manner. For a reason unknown to us, the game does not advance to the second round but the platforms start to blink and the agent quickly gains a huge amount of points (close to 1 million for our episode time limit).”
Loot boxes are subject to legislation in some countries; other countries are debating legislation.
What is a loot box? Wikipedia states:
In video games, a loot box (sometimes loot crate or prize crate, among other names) is a consumable virtual item which can be redeemed to receive a randomised selection of further virtual items, ranging from simple customization options for a player’s avatar or character, to game-changing equipment such as weapons and armor. A loot box is typically a form of monetisation, with players either buying the boxes directly or receiving the boxes during play and later buying “keys” with which to redeem them.
… Loot boxes are regulated under gambling law in China, Japan, Australia, and the Isle of Man and are the subject of investigations by the gambling regulators of several more countries. They have been criticised as being anti-consumer when implemented in full-priced games. They are a common source of the virtual items used in skin gambling.